I have been running combat simulations on and off for the last couple days, and I have been having issues making every thing "work" together to create a smooth running system.
Here is what I have, maybe someone can figure out a better system than what I have.
( this is real time combat )
Combat Level - derived from several of the base skills ( haven't figured out a good way to calculate this yet )
HP - health ... regenerates based on combat level
MP - magic ... regenerates based on combat level
RP - religion ... regenerates based on combat level
Strength - how hard something can hit
Accuracy - percent added to damage
Agility - percentage chance of dodging some or all of an attack
Defense - amount of damage that can be absorbed
Armor - percentage of damage that can be absorbed
Luck - positive or negative random effect
* A difference of 3 or more combat levels between the combatants will change percentage of damage dealt and damage taken
* The level of MP & RP is the attack and defence level.
Hit Given = (Strength * (Accuracy bonus + luck) ) * combat level difference penalty or bonus percentage
Hit Taken = (Hit Given - ( (Defense * armor bonus) * (agility bonus + luck) ) ) * combat level difference penalty or bonus percentage
Edited by Shippou, 14 July 2014 - 12:01 PM.